there's often too much emphasis placed on the value of narrative that is intrinsically gamey - stories that 'can only be told within the parameters and constructs of a game'. the idea here is simple: one wants to demonstrate the value their medium can bring to the table, so naturally any stories that can 'only' exist as a game and would face extreme adaptational hurdles presents the most appealing case for games as art.

i think this line of thought is suffocating, though. leaving aside the fact that this thwarts and diminishes the potential and creativity of other mediums in adaptation, the kinds of narratives that are lauded for best-in-class video game storytelling are often entirely subservient to structure or gimmick, or engage in reflexive and banal meta exercises. what's more, i'd posit that most (maybe even all) video game narratives are only feasible within the context of video games. taking play seriously means looking for the syntax linking the abstraction of mechanics to traditional forms of storytelling and presentation and the bearing that the coalescence of the two has on emotion and thought.

all this is to say that 13 sentinels represents another homecoming for the 'stories that are beholden to complex ADV structure' genre, and that it distinguishes itself from the usual suspects with nothing but endearing and unrelenting passion for its subject matter while considering some surprisingly insightful meditations on japans relationship to the media environment its fostered since the post-war era. character interactions are really fun and they're easy to get attached to, its breezy and freeform format makes for some incredibly comfortable gaming, and yes - it takes a lot of skill to hold a narrative this ridiculously convoluted together. 13 sentinels is practically bursting at the seams, but it's pretty sharp in how it chooses to disseminate its key narrative points. i also found it refreshing in that its far more shoujo than it is shonen.

this is really more of a pulpy 3.5 than a 4 - it's pretty scuffed mechanically and even structurally. it loses a significant amount of steam in the last quarter of the game (having exhausted a lot of its appeal and doing itself no favours when the emotional resonance the final battle should have fails to land), its RTS component can be exhilirating but fails to integrate itself as essential within the ADV structure and is often unbalanced to its own detriment, and certain characters get relegated to expository mouthpieces with only the occasional bursts of charm buoying their place within the game (gouto being the primary offender here).

still, how can i argue with a game in which ultimately, the brash and youthful human spirit triumphs over the petty squabbles and needlessly labyrinthine overcomplications of adults?

i dunno, let's keep this quick. to say it's a bit clumsy is an understatement - and there are certainly aspects of the overall narrative i struggle with - but the depths of its sincerity won me over. i have no particular attachment to yakuza 7 either, and in fact i find much of that game to be very awkward, stilted, and grating so ultimately no one's more stunned than myself here.

when it's not luxuriating in this chilled-out ocean's twelve vibe which i loved, infinite wealth is written with far more intentionality and consideration than most entries in the series; while one might accuse of it of verging on threadbare or cloying for its strict emphasis on theme, i think the game trusts its audience to take some of the emotional leaps necessary to make the storytelling work. character writing for the leads and the party members has seen a dramatic improvement across the board. ichiban as usual brings a lot of levity to the table - thankfully none of it quite as irritating in the zany sense as 7 liked to employ - but kiryu's portions of the game are comparatively sobering. collecting memoirs has a weird psychological effect at times but the series has earned the right to do this by this point given how much of the kiryu saga can feel siloed or compartmentalized - in the same vein as gaiden, the game almost damns him for this, for never taking a chance to stop and reflect, for the consequences of his interminable martyr complex

that tendency to bury the past is only contrasted further by infinite wealth being maybe the most direct sequel the series has seen yet - the events of that game are still fresh in everyone's mind and sets the stage for the overarching conflict and everyone's investment in said conflict. it's a surprisingly natural extension of a lot of 7's themes, and i found it worked better for me this time. 7 often felt more gestural than anything else - to me it balanced far too much as this metaphorical (and literal) tearing down of the old ways, handling the introduction of a new protagonist, paying lipservice to series veterans and setting up parallels to the original ryu ga gotoku. infinite wealth to me feels more fully-formed, more confident; i think the team was able to use this title's unique hook and premise to really bring the most out of 7s promise of something new, and it could only have achieved it by taking the time to reflect on the past.

to this end: they made the game a JRPG this time, that counts for something. and not just a JRPG but one that feels as close to traditional RGG action as possible. some excellent systems this time with a lot of fascinating interplay and the level curve is fantastic. not necessary to sum up all the changes, you've seen them, but they really promote a lot of dynamic decision-making with respect to positioning and once you figure out how status effects can correlate with them you feel like your third eye's opening. very fond memories here of navigating around a crowd of enemies - some of whom have been put to sleep - and figuring out how best to maximize damage without waking anyone drowsy up. lots more strategy and enjoyment to be had here than pretty much anywhere in 7.

that said, i know RGG prides themselves on the statistics relating to players completing their titles, but they could really afford to take a few more risks with enemy waves in the main campaign. i felt like my most interesting encounters were usually street bosses or main story bosses, but the main campaign's filled with trash mobs. and i'm not saying every fight has to be some tactician's exercise - in fact i think that's the opposite of what people actually would enjoy - but i really wish the game took the time to play around even more with positioning. there are some exciting scenarios in the game that are too few and far in-between. stages that split up the party, encounters with unique mechanics...would really liked to have seen more in that vein.

some extra notes - would like to dig a bit deeper into the strengths of the narrative as well as some additional hangups but i can't be assed to write more
- honolulu's great, it gets probably a little too big for its own good but it's a real breath of fresh air for most of the game
- yamai is the best new character they've introduced in years
- dondoko island feels like a classic yakuza minigame in the best possible way, might even represent the apex of this kind of design. not obscenely grindy but just something casual and comfortable with enough layers to dig into without being overwheming and enough versatility to express yourself. shame you can't really say the same for sujimon!
- kiryu's party is disarmingly charming and they have some insanely good banter
- despite what some have said, i think this is a good follow-up to gaiden. it's not explicit about it but this is still very much a reckoning with kiryu's character and his mentality; it is every bit as concerned and preoccupied with the series mythos, the core ideas and conflicts driving a lot of installments
- honestly found the pacing to be on-par for the average RGG title if not better. i can concede that the dondoko island introduction was a bit too long but that is the most ground i can afford. if we can accept y5 into our hearts we can accept infinite wealth; IW makes y5 look deranged for its intrusiveness despite both titles occupying a similar length. if any of it registers as an actual problem, i think people would benefit from revisiting yakuza 7 to find it is almost exactly the same structurally if not worse
- IW is home to maybe the best needle drop in the medium
- played in japanese, like i usually do, so no real interest in commenting on the english dub since it's not real to me but i will say that what i listened to seemed like a bit of a step back from the dub quality in previous RGG games. yongyea isn't a convincing kiryu either and while i could be a bit more of a hater here all i will say is there is a STAGGERING whiplash involved in casting a guy like that as the lead in a game with themes like this. in a grouchier mood, i think it would genuinely be a bit difficult to look past this and it does leave me feeling sour, but ultimately the dub doesn't reflect my chosen means of engaging with the title and it never will
- what is difficult to look past is the game's DLC rollout, which arbitrarily gates higher difficulties, new game +, and a postgame dungeon. i acquired these through dubious means (which i highly recommend you also do) so i feel confident in saying they're really not at all worth the money unless you had a desire to spend more time in this world, but what a colossal and egregious failure to price it in this fashion. new game + specifically has tons of bizarre issues that make me believe a revision of some kind was necessary.
- you will not regret downloading this mod that removes the doors in dungeons


long story short, ryu ga gotoku's journey began in 2005 with a simple motif: to live is to not run away. so much of infinite wealth is about taking that notion to its furthest extent. it couldn't have possibly hit at a better time for me. at times it might be a classic case of this series biting off a bit more than it can chew for a sequel, but i don't think there's anything you can reliably point to that would make me think this is one step forwards, two steps back.

also awesome to have a game that posits that hawaii is filled with the fire monks from elden ring and then you have to travel to the resident evil 4 island to beat them up

2008

"...you can make a wonderful film about nothing. Look at Fellini. The most important thing in a movie is the actor, and everything which is in front of the camera. And the decadence of the cinema, and we have a certain decadence, comes from the glorification of the director as...being not the servant of the actors, but his master...the job of the director is to discover in the actor something more than he knew he had. The job of the director is to choose what he sees. And to an extent, to create. But a great deal of what is applauded as creation is simply there. It was there, when you put the camera...that actor, that bit of scenery, that veil that hung over the river - it was there! And you're intelligent enough to shoot it...the director should be very intelligent, preferably not intellectual. Because the intellectual is the enemy of all the performing arts." - Orson Welles, 1982

everyone's in a rush to pump out a social game with live service elements these days so you can bro down with your best friends but not one person has considered the social value of something like left 4 dead 2: blitz through two or three campaigns, spend half of one campaign trying to fuck each other over out of boredom, then spend the next half of the session chatting shit about feelings, opinions, and the state of our lives in the saferoom

the establishment fears when a normie instagram explore tab girl and a mentally ill fujo become stalwart allies. let's go ladies!

alright, time for an actual review, albeit low effort. you can't convince me this isn't actually a grasshopper manufacture title in disguise. its lurid and gaudy spin-off premise replete with masafumi takadas acidic electronica, occasionally psychedelic environments, and frequent parodic overtones share much in common with GHM's scuzzier, more mercenary body of work. these segments are incredibly unpolished, but not unenjoyable.

similarly, the half of the narrative that's komaru and the best character from the first game interacting with each other lands well-enough that i consider it better than anything in the first two games! though it's true i don't have any particular love or reverence for either of those, for reasons sharply articulated by my respected peer BlueTigerSide's work. your mileage in this regard is likely to vary.

unfortunately this half of the narrative intersects with the separate half that attempts to be an examination of child abuse, depictions of which range from 'aggressively mediocre and one-dimensional but bearable through gritted teeth' to 'abhorrent and irresponsible with not even a semblance of anchoring in a story as unserious and fickle as this'. this half is markedly worse than anything in the first two games. the sudden explication of abuse in kotokos chapter particularly is like having an anvil fall on you. not attempting to be reductive here with regards to menial discussions of responsible depiction but this is a case where the story actively cannot handle the sheer weight of its inclusion, and doesn't even try to (instead opting to continue undeterred with the usual generalized insincerity), which to me at least scans as repugnant and honestly vile. nothing more to say about this one really, i mean what they're posturing at here is more or less in-line with what the rest of the series is about but it just comes across as tasteless and i think the narrative spending the first two chapters being mostly breezy is the primary facilitator of this extreme whiplash. would have been fairly manageable to just change some things around and have something a bit more solid.

when you first encounter dr. naomi in NMH3, she's eking out a kind of solitary existence in travis's basement, resigned to her fate being entwined with a 'creepy-ass otaku' and promptly aiding him through all his savagery and debauchery. there's obviously still a lingering a mild undercurrent of disdain in their interactions, but dr. naomi is otherwise shown to be genial enough to continue to upgrade travis's gear. although it's not like she had much of a choice in the matter - her unexpected transformation into a cherry blossom firmly anchors her in the game's primary base of commerce, allowing her to fulfill her pre-established role as a fixed vendor from the convenience of travis's motel.

the question of how exactly dr. naomi became a disfigured and hardy tree given artificial life isn't necessarily central to NMH3's narrative, but i find it worth thinking about because it continues NMH3's perpetual tendency to allude to works of all kinds unceremoniously. in this case, the easiest analogue would be twin peaks: the return; in the 25 years between season 2 and the return, a character slowly and inexplicably evolves into a fleshy and gnarled tree pulsating with electric currents. this is nothing more than an incidental tribute - and not unexpected after something like 2018's the 25th ward references to twin peak's third outing - but an homage to the return will always make me reflect a bit because it is such an extraordinarily well-structured, thematically cogent, and thoroughly excising metatextual work that it still is every bit as arresting and affecting as the moments i first watched it some four years ago.

NMH3 poses as a ‘return’ of sorts as well; in reality, however, TSA, with its title literally referring to travis’s absence from the throne, is more likely to fit that bill. TSA was also a metatextual work – about travis and GHMs absence from the limelight, about what had changed over the course of close to a decade, about GHMs works, fears, and their future. in several respects, TSA may as well be NMH3, bringing a close to travis’s character arc and positioning itself as a vector for GHM’s next project.

these elements effectively make NMH3 a lot more like a big-budget reunion than a fully-formed closer to a trilogy, something comparable to a no more heroes: gaiden or no more heroes: the after years. i say this in large part because, in contrast to TSA and especially NMH1, NMH3 is markedly straightforward and almost juvenile in its affectations. i don’t envy anyone attempting to continue a series which defied continuity and explanation the way NMH1 so deftly did, but this is our third time returning to this nexus, so the hope would be that there’s an actual reason to be with these characters again, to inhabit this world. so to briefly sum up: to an extent, i think even NMH2 toyed around with the idea of franchise iconography and the role travis had foisted upon him in that world. TSA was, as was previously said, a game about absence, reflection on and mild interrogation of the indie space, about games themselves and the feuding ideals animating their development, about artistic love and loss.

what’s NMH3 about? we’ll get to it, kind of, but for our purposes it’s worth establishing a few things first, namely that this is a pretty significant departure from NMH1’s jodorowsky and seijun suzuki-influenced blend of inviting contradictions and abrasive lampooning (although it’s worth noting suda apparently has never seen branded to kill lol). if anything it’s kind of the opposite which makes it kind of wild that it released after TSA, NMH1 is very pointed about the intersection between stifling economics, dead end americana, and fan obsession with foreign work, whereas 3 is kind of like, ‘im travis and im 40 and kamen rider is still so fucking cool’ (not that hes wrong, just that that kind of adoration and those adolescent proclivities go totally unchecked here). still, it shares less in common with the kind of vulgarity-without-sincerity romp that NMH2 produced and honestly a lot more in common with suda’s short fiction, especially post 2010? im thinking very specifically about ranko tsukigime and kurayami dance, both works that are ‘closed-off’ or ‘shuttered-off’; they have a very definite beginning and end but everything that happens in between is a dense mix of dream logic, parodic undertones, perverse ironies, ‘i say it like it is’ genre statements – very much storytelling as irresolvable and inconclusive. shared between all three, there’s a strong narrative centering on non-sequiturs, an emphasis on artistic collaboration, and torrential floods of absurdity and surrealism fueling the game. hell, so many artists, such as animation teams like AC+bu, are common to both ranko and NMH3, even.

and i think for sure a lot of these constituent elements are present in other GHM/suda titles (that inability of narrative to resolve itself is a staple of NMH1), it’s just the explosiveness and the frequency with which you get barraged by these specific traits are at a fever pitch in those works. kamui shows up here in NMH3 and he basically does as kamui is wont to do, offering a bit of a skeleton key for understanding some of these works:
“[Things] had become quite the confusing mess. But somewhere inside that confusing mess hid the truth. What is real, what is not? … There is only one thing that is real. I am here in front of your very eyes.”

i think this is where my problems with NMH3 come into focus. i think NMH3’s invocation of that dizzying mess kamui alludes to is half-baked and barebones. unlike ranko tsukigime, NMH3 isn’t an absurd sidescroller that can be finished in 40 minutes. unlike kurayami dance, NMH3 isn’t a sub 30 chapter manga. NMH3 is a 12-20 hour adventure game. so while it shares much in common with these narratives, just the protracted nature of it results in maybe the last thing i expected a NMH title to be – just kind of boring? it’s a profound skeleton of a game in so many different ways, there’s not really a full-bodied texture so you’re left with a lot of entirely separate and only somewhat interrelated elements. how you feel about the game is left up to how you feel about any one of those constituent elements. for my purposes, i think a lot of this game has the seeds of something really special, but comes up pretty short.

when we catch up with travis touchdown again, he’s in the middle of doing something i think a fair amount of us do and are unwilling to admit – he’s looking up footage of a game he’s already finished, looking to vicariously (and perhaps voyeuristically) re-experience some of those same emotions, to temporally connect himself with a younger, more idealistic version of himself. i recommend watching it here, if only because in the same way NMH1’s intro frames the game, i think this is meant to be NMH3’s primary invocation of all its themes, running parallel to the game, and i like the remake angle the opener plays with because it feels like an implicit acknowledgement that so many sequels are really just remakes if you unpack them a bit.

in the proceeding cutscene we learn quickly about antagonists FU and damon’s origins, lovingly animating an ET-esque tale of nostalgic childhood tenderness gone somehow wrong. FU promising to return no matter what is a bit of cheeky writing, and the transition seamlessly shifting between aspect ratios as the scene shifts to the modern day is a great touch as well. damon (based on known shit-for-brains john riccitiello, a can of worms im not really interested in opening in this review), has apparently used FU’s powers to position himself in a place of executive power since the days of his mirthful childhood, and signals FU back to earth, where he pretty much immediately sets out on planetary conquest. in the original reveal trailer this is revealed as its own fakeout IP in the form of goddamn superhero, right before travis crashes the party. the kind of IP conflict this opener promises – between a resuscitated old franchise built on subjugation of nostalgia and clearly alluding to the MCU, in conflict with the brazen punk nature of NMH – is the kind of fertile ground NMH3 is built on, but fails to really capitalize on.

after that, the two plotlines intersect. travis is interrupted and called to action before he can figure out who deathman is, sylvia immediately begins fulfilling her designated intermediary NMH role, some dire shit happens, and the game kicks off proper with revenge serving as the impetus for taking down FU. it’s here where we’re introduced to the systems of the game, harkening back to NMH1. we can explore an overworld on foot or on bike again, participate in side activities like gig work, and hunt for small collectables and trinkets. structurally, however, it’s difficult for me to say this was worth it. performance is taxed to a degree in the open world and it’s barren in a way that feels unacceptable, fragmented across different islands, some of which are inaccessible from beginning to end. but even on spicy difficulty where i played, you only need to check out some of the barebones gig work a couple of times just to see what’s there, and you’re more than comfortable to just engage with the designated matches to advance in the narrative. they’re there because they worked in NMH1 and people like it, but they don’t recognize how interwoven those elements are into NMH1’s thesis. perhaps there’s a read in which you can argue it’s fun work for work’s sake – it’s nice to see travis turn the act of lawnmowing into stylistic expression – but it just feels noncommittal and compartmentalized.

which is another problem imo…NMH3 doesn’t have levels, you travel to points in the map to engage in little designated battles that take 2-5 minutes to complete on average to deflect from the fact that there’s no substantive content and to give the combat system some meat and heft. and i do think the combat is kinaesthetically really appealing, in a way kind of the artistic statement of the year, it’s so garish, the way the voxel art and weird low fidelity environments and excessive blood and splatter effects all coalesce into conveying an off-kilter unreality, but it sucks that the combat is what’s on center stage and nothing more. even if the enemy designs are generally serviceable and the gamefeel is solid, i found myself wanting more than contextless skirmishes. midoris one of the better fights in the game purely because there’s actually a level here with good ideas and imagery relating to her character and background fueling the stage before travis’s competing subconscious infects the scene and they fight in a tokusatsu rock quarry.

NMH3 in that respect represents NMH at its most gratifying. it just feels good, despite it all. part of this is that your slot machine upgrades don’t grind gameplay to a halt to do some other weird mode of gameplay for a bit but they all naturally come together to form random bursts of unrelenting power expression. gold joe is probably my favourite fight in the game – soundtracks fuego, mechanics are simple, gimmicks unique, and the fight is very readable without compromising too much on difficulty, it fits the style of game NMH3 is trying to be the most. and that’s where that slot machine integration comes in because it’s entirely possible to stunlock these guys into oblivion when all is said and done, combining a smidge of luck with some of the very minor okizeme nuance present in the game – i basically one hit killed FUs first phase because i got luckily enough to trigger mustang twice through errant slashes and he got stuck in my cage of fishermans suplex torment. i still don’t really know what his moveset looks like in the later stages of the fight. that’s a gratifying thing in my books, perfectly in line with NMH’s ideals.

still, it’s a bit uninspired and tame otherwise in how it achieves that expression, and i wish there was a bit more meat on its bones. it’s technically the best NMH combat system, but it achieves this through:
- configuring dark step as witch time
- having enemy types
- boring death glove DPS mechanics
which is really kind of a shame because it’d be nice to have more in the way of formal experimentation, particularly after some of the crazier death glove abilities in TSA. this is basically killer is dead 2 for all that that’s worth, and it’s not particularly interested in tying any of these combat mechanics into a greater core. it’s just a Component in an, again, extremely compartmentalized game, unlike NMH1’s brand of, to this day, really unique bushido/lucha combat. it feels homogenous with action titles i’ve already played, yknow?

that retreading, homogenous feeling, is what’s most disappointing about NMH3s conveyance of narrative. everything in the opening establishes some ideas and themes that lose a lot of their momentum as you engage with the game, throwing in NMH1’s subversions of boss battle identity and coyly alluding to it at times as an unsatisfactory way to shake things up. i think where NMH1 and TSA are pretty unpredictable, NMH3 is firmly predictable and monotonous - there aren’t as many hooks to engage with, not as many quiet moments to reflect on…i imagine there will be some sects of the internet who think NMH2 deserves a reassessment after this and my answer to that is a hearty no, that game’s just absolutely miserable to play, but even that title has something like the captain vlad fight which i really liked! and a fair amount of my positive feelings on NMH3s battles mostly stem from whether or not they were fun to engage with on a more tactile level rather than leaving me with some narrative or aesthetic thread to deliberate on. the multimedia, ‘binge streaming’ format the narrative is conveyed by feels holistically appropriate in this sense, because it really is No More Heroes as unchallenging content, No More Heroes as brand ip, No More Heroes as obligation…in a world where games more than ever unironically resemble NMH1’s implicit criticism of the open world city format, what could or should NMH3 be bringing to the table? because it’s just more of the same here.

if travis feels at odds with it, subsumed by it – i think that’s the fairest way i can read this game, even if it doesn’t feel like something the game is perhaps entirely committed to. sylvia is travis’s partner but you wouldn’t guess it in this game, she’s resigned to her designated role as matchmaker and manager, pitting travis against battle after battle to keep his bloodlust sharp and flowing (which maybe in some perverse sense means someone like her is inadvertently the ideal partner for travis), but that elides that she absconds every time travis attempts to talk to her more meaningfully. and i think maybe what the game attempts to stab at is that complete and total death of meaning in the macro sense as we prefer to engage with things in the micro sense. im pretty sure this is why it ends in the dizzying manner that it does, even if its post-credits scene is something a great many of sudas works already do (ranko, SOTD, etc). travis’s life is now battle for battle’s sake; the game doesn’t think to ask how he feels about that because it’s clearly still duty to him at this point in time, but one of the only other meaningful connections he’s fostered is someone like bishop who he can just sit back and crack open a cold one with, sitting through miike film after miike film having these podcast-esque discussions as this weird place of respite. sylvia even thanks bishop for taking care of travis, so it's clear she's aware to some extent of what he's being put through. still, his inability to connect with sylvia does frustrate him but there’s not a lot he can do about that given she’s been shuttered off into the role his life demands of her. hell, so cyclical is the absurdity in travs's life that characters from separate narrative continuities like kamui and midori (with kamuis malleable and impermanent physical appearance fittingly shaped to appear as a younger otaku in this title) explicitly allude to glamour camping in this universe, because, well, it seems like there’s a vaguely interesting show going on here – why not change the channel for a bit? in that sense i do think some of the spirit of KTP is in this title, but not in a particularly substantive way. i should also probably point out that i didn’t expect any of those narrative threads to be in this game, because that’s insane, and i specifically wanted for NMH3 to be another expression of NMH, however that might manifest. but if these are ideas NMH3 wanted to chase, i don’t think it needed to explicate them necessarily so much as it needed clarity and focus; after all, much of NMH1’s thematic strength is expressed in the margins. i kind of liked ranko, and i greatly enjoyed kurayami, both of which are similarly works defiant of continuity that still feel complete and total, whereas this is just distended for much of its runtime.

maybe the other fair thing to point out is that my favourite narrative content in the game is usually in the smaller moments, particularly the optional bad girl arc players can choose to engage with wherein travis attempts to console her by making anime recommendations. classic stuff there. but otherwise things just kind of happen with hardly any sense of importance or dramatic rhythm, and while it’s unrelated, you can sense that the most in the game’s pared back soundtrack – a surprising wealth of these tracks are lacking in pulse or energy, particularly the battle tracks which are composed by nobuaki kaneko. he later went on to form the band red orca – their debut album features so many of the tracks listed in this game that have all been given extensive and lavish production, whereas in NMH3 they’re all significantly pared back cascades of white noise. not as relevant to the discussion here, but feels like an apt metaphor.

i really think it’s admirable that a game like this can swing for the stars, but not every chance at bat will be a home run. i expect that this will become something of an MGSV-type debacle in a few months time, since it’s clear that covid production, budget issues, and technical problems took a butcher’s knife to this game, with it being confirmed that there’s over an hour of cutscenes missing from the game and probably even more content missing as well judging from suda’s own description of what’s absent, such as boss fights and fully developed areas. but, all the same, im really not sure it’s a game that can find life in its wounds like MGSV can be said to accomplish…but it’s all the more frustrating that it’s impossible to say, as well. maybe there’ll be a director’s cut, but it seems highly unlikely given that this is travis’s last hurrah and marvelous has the rights to the IP. it ends up offering an interest contrast to killer7, a game salvaged in a similar edit that brought everything into comparable focus. with NMH3, the dominant sense is that everything is disparate and disconnected. i can say that trying to make any semblance of cohesive statement on this game is hell, which explains my overwrought nature this time i suppose, but then, NMH3 is like that too. meditation on weaponized nostalgia? ouroboric game about audience’s inability to let the past die? a work about the futility of mechanics-oriented design? impossible to say, but i could have appreciated its resistance to any easily read interpretation (in part because i think treating works purely in terms of the message they purport can be a reductive lens) if its parcels of content were more meaningfully engaging, but they unfortunately arent. by the end of all these competing conceptions of media, it's only fitting that they all meet at their 'final destination'. it is what it is. see ya in the next one

(this specifically reflects the game gear version. also, first of many to come on this list) something about taz's hunched-over, careless gait, the screen shaking with every step taken, and the extremely discordant soundtrack is deeply funny to me. taz's whole life is beastly misery, he outruns a boulder, ends up careening through a damp mineshaft in a minecart, accidentally skiis on a tree branch as soon as he steps outside, all while looking the most miserable and terrified ive ever seen a sprite look. a lot of platforming mascots look like they enjoy their line of work. not taz, he didn't sign up for this. taz is being cosmically punished by the soundtrack to some bastard child of that one sonic rpg's soundtrack and 100 gecs, he knows it, you know it, youre basically firing multiple gun rounds at his feet telling him to dance, poor wretched creature

osaka's journey is just like mine

thesis: yoko taro is often listed among the foremost auteurs of the medium but the reality is his strengths lie in a kind of prototypical 'video game' method of work, borne out of necessity, that prioritizes collaboration between a consistent set of screenwriters, an unorthodox style of design targeting emotional resonance, and a plethora of unique flourishes specifically aimed at facilitating the empathy, immersion, and connection of its players (researching drakengard 1s development makes this especially apparent - it's arguably not even a yoko taro game in the usually defined sense of the term). his works, when in production, are thwarted frequently by compromise, limitation, and sacrifice - stumbling blocks, all in service of eventually reflecting a well-trodden title which charms on the virtues of its rustic artistry. wear and tear and a heart of gold. this style of development, marked by haste and experimentation and fueled by pure zeal and love for the craft, perhaps reveals why the pillars of video games, the codified monomythic genres and the primordial archetypes and the frequent allusions to popular work, so often impress themselves upon yoko taro games, and why so often his work succeeds in connecting to people where other talent may struggle. the video game of it all, if you will. incidentally, this collaborative style allows for a large breadth of potential interpretation and analysis afforded towards his work, and ive long maintained that a YT game is at its most interesting when it's not about what he intended for it to be about. did the tragedies in nier gestalt sometimes fall flat for you? me too! thankfully that's not what the game is about, at least not to me. in sum: the work of many, each willing and able to leave a fingerprint on the mosaic of development, enriches the product in the long-run, creating a full-bodied textured work of art and contributing immensely to the humanity at the core of these games. if any given chord strikes you as dull, a separate melody will enchant you - that's the nature of YT's games. they're artisan because of what they value and because of how they achieve their mission statement, and especially because of their passion, always demonstrated by the little details in these games. passion will always reveal itself, but so too will a dearth of passion reveal itself.

proof: nier re[in]carnation
if these games worked because of a certain je ne sais quois shared by the collaborative nature of a team in a trying work environment, i don't think my prospective next project would be a game in an exploitative genre where a new team of writers handled an endless barrage of one-note vignettes while YT sat back, nodded halfheartedly at his desk, and tried to string every vignette together using an overarching plot catering to obsessive drakennier fans. just my two cents

in an episode of gamespot’s audio logs, disco elysium’s lead designer and writer robert kurvitz was asked to discuss ZA/UM’s approach to CRPG design, in which he makes clear the title’s great tabletop roleplaying game influence, contrasts disco elysium against modern CRPGS, and elucidates the rationale behind certain UI decisions the game had made. one of the very first things kurvitz highlights, and what was apparently one of the decisions given primacy in pre-production, was the concept of placing the text box in the righthand side of the screen in contrast to the game’s contemporaries, even outside the CRPG genre, which typically slot the text boxes in the lower middle of the screen. the benefits to this alternative organization seem immediately obvious as kurvitz spells them out: increased screen real estate, far more interesting visual composition, and a modality which seemed to emulate the engrained habits of run-of-the-mill technology. peer at disco elysium’s textbox and your mind may not immediately pick up on the contours of its design, but your subconscious will instinctively understand it relates to the modern desktop experience. it innately resembles the windows toolbar, where the clock and calendar is – the screen is visually ‘weighted’ to the right, where the center of gravity is, and it reflects the placement of the players right hand on the keyboard.

the deceptive genius of this UI design is that it wasn’t enough to simply reflect a desktop, which disco elysium’s target demographic was instinctually bound to – ZA/UM wanted to snuff out any and all competitors. that means taking inspiration from unlikely sources, one of which was social media. this helps explain why the prose of disco elysium is so confrontational, sharp, abrasive, sensational; it explains why the text-box was designed to reflect an addictive scrolling experience ala twitter; and it builds upon centuries of entrenched human behaviour in its column design, which may inadvertently reflect a phone but also reflects the structure of a newspaper article. in an era where developers have now fully committed themselves towards eradicating loading screens in a veiled effort to curb the impoverished, stimulation-craving instincts of their player bases (a major hardware decision which is replete with as many pros as cons), ZA/UM subtly adapted the topography of phones that so many players were already used to for their own purposes.

kurvitz’s final salvo is illuminating. every element of this design is an amendment which reflects a critical problem in the games marketability, that disco elysium, judging by its phenomenal success, ameliorated fully: how do you sell a modern CRPG that is simultaneously defined by its lack of combat and by its verbosity? well, it’s simple. everyone says they don’t like reading and claims they don’t want to read – but reading is all we do on social media, in private messages, in news articles. we take it for granted. player retention was a big problem for ZA/UM, so the designers intelligently made what seems like a very easy observation, but then engineered everything about the game’s flow in order to manufacture a state that hopefully will allow players to immerse themselves and to truly salivate over every last written word the game has to offer.

so, reading is something we do every day. no-brainer. but the same exists for writing. both exist in a connected equilibrium. just as we read every day, we write just about every day – whether we realize it or not. some research even suggests that where the mind is allowed to wander while reading, neurons will roar to life and the brain will mimic and simulate the act of pen flowing on paper, gliding betwixt margins with grace and individualized efficacy.

it would be more accurate, however, to make the claim that we’re typing every day.

are typing and writing of the same scholarship? could one make the claim that writing is therefore impoverished by the usurpation of typing – the same way kurvitz attributed to his audience a kind of destitution of readership? reflecting on this opens the floodgates of a perennial chirographic concern. the digital epoch has not responded with kindness to the eloquence of handwriting. surveys often suggest swathes of people go more than half a year without handwriting, and countries that are at the forefront of educational theory like finland suggest that it may no longer bear the same relevance on day-to-day activities as it once used to. the practice is fading, its dominance curtailed by the dissemination of keyboarding. this is in spite of a marked increase in literature suggesting the many benefits of handwriting. among the myriad cognitive benefits there are particularly noteworthy virtues such as attention sustenance, increased capacity for memory, improved self-regulation, and the ability to plan ahead. children who learn to write by hand are known to activate adult-like pathways in their minds which aid in facilitation of improved memory.

and for many, handwriting is an exercise in aesthetic pleasures, a distinct mark of individuality, and a reiteration of a practice undertaken by even their ancestry that innately links mind and soul, body and space, the sensate and the insensate, an unwitting cooperation between all the ontological elements of lived experience that inform existence and being, a unification of self and language. there is the concern that the abstractions of writing, that once in the past were nothing more than pictographs painstakingly carved into slabs and yet was still a decidedly intellectual, tactile, expressive, and intimate practice, are lost in the mechanical era and the complex beauty of it has vanished. many continue to remind and advocate for the pursuance of ‘bilingual writing’ – education that fosters children who can handwrite as well as they type and thus don’t fail to attend to their expanding minds. on a more anecdotal level, all of this rings as true – too often does the pursuit of typing education boil it all down to a callous, impersonal drudgery that serves only to prepare children for the rampant dehumanization inherent to the workforce.

if any of this discourse seems like a relatively modern concern, don’t worry – it isn’t. let me take a quick step back. walter j. ong indicated that our history in knowledge storage can be divided into two phases: the oral-to-literate stage and the chirographic-to-print stage. in the former stage, culture began to transition into a society that relied more and more on the written word and began to leave oral tradition behind – as far back as 3500 BC, sumerians sought to preserve their history by capturing and transcribing oration. in the latter stage, the individual handwritten texts began to be mechanically produced and widely disseminated by means of the printing press. this evolution of writing technology invariably altered the way humanity came to grips with their own awareness and how this changed the epistemology of the time. in ong’s view, it was this shift from the oral tradition to a society of literacy that broke apart the old ways of tribal unity, as fostering literacy operated in tandem with greater levels of individuality. the chirographic-to-print stage of the 1500’s only further reinforced this.

it is here where i must remind that typing is the apotheosis of these differing stages of written tradition, and one that has remained in the public consciousness since the late 1800s – far from a modern invention. the first commercial typewriters were made available in 1874, and the first stenograph was invented in 1879. the history of typing predates the personal computer. but nevertheless it is the fixed rigidity of typing – when taken from its latent form and iterated upon, recontextualized in the digital epoch as an apparatus to be used with the computer – that ong sees as a synthesis of the oral and the literate. it’s a kind of folding together of space and time, one of the arguments of this viewpoint being the idea that the premise of instantaneity central to typing on a computer transforms printed word into something more akin to oration and therefore reunites our own epoch with the era of oral tradition as a result of totally reconfigured relationships between all the constituent elements of the past two stages: the writer, the text, the audience, the interfacing, the medium.

others are not so kind – any technological evolution brings trade-off, and some philosophers note that history is simply an unfolding narrative of intangible gains and omitted losses. of the many philosophers to grapple with the heady question of how the modalities of writing inform existence, heidegger is an authoritative voice and spoke often of the cultural loss typing imprinted on society. it is his view, and that of his supporters, that typing represents something perverse and impersonal, something amputational in logic. the body is diminished and conveyance is thus diminished too; the essential realm of word and hand is shattered, depriving the person of dignity and irreversibly altering our relationship with language and distances ourselves from it, changing something from beautifully abstract transmission to simple transposition. certainly, this view seems almost supported by modern empirical studies that uncannily echo some of these concerns!

and yet, type dreams seems to believe otherwise, and treats all text within as something to be given primacy, something that is profound and bold and transcendent. richard hofmeier’s second developmental outing is an anachronism-laden victorian-set game about typing. so committed to typing it is that everything about interfacing with the game involves the use of keys rather than the mouse, removing yet again any semblance of a bodily gesture that might conflate modern typing with traditional handwriting. you enter a username and password to begin the typist’s journey, and from there depressions of the spacebar cycle through menus, tapping the enter key confirms, hitting the escape key…escapes, and the very act of typing itself provides shortcuts with which to access menus.

as you play type dreams, you get a greater sense of where its priorities lie, and it’s something coincidentally shared with tetris effect, another game i recently played and appreciated: the answer is transcendence. actually, it would be far more accurate to say that what type dreams pursues is something close to ong’s vision of modern typing: complete synchronicity across boundaries of space and time. and it does so by providing an utterly unique audiovisual experience that goes far beyond the simple educational value of a typing game. in type dreams you find a wealth of categories of typing exercises: rote exercises, poetry, classical literature, even smut and songs/lyrics. and in each ‘stage’, reconfigured as a kind of desperate arcade scenario, the player, alongside their chosen imitation avatar, competes with only themselves for faster and faster words-per-minutes, for fewer errors, for unapproachable streaks of correctly placed letters. at the onset of the game you must choose between digital keyboard and typewriter and i must wholly recommend the typewriter – passages are smartly fragmented by the continual rhythm of the player sliding their fingers across function keys f1-f12 to emulate the carriage of a typewriter, a sensory experience unlike anything else that inadvertently calls to mind musicality and instrumentation, suggesting that rather than representing a kind of blasphemous automatism typing may well be a new kind of instrument. a tidbit that is particularly noteworthy and relevant to my argument: typing activates an area in your brain that is equivalent to what drumming activates in your brain.

and it is this kind of ‘music’ and kinaesthetic experience that forms the basis of what type dreams achieves so excellently, as so few games do, interrogating ideas that similarly, so few games do. in type dreams the keyboard is an instrument, a weapon, a guide, an anachronism, a representation of shared consciousness, reflecting an understanding of the infinite forms of text as well. type out these chords of text via an angry letter to a newspaper and listen to the game channeling these frustrations in the forms of aggressive grunts with each letter misspelled or each error in keystroke; explore the textual melodies of some poetry and watch as the visuals accompanying your office change, freeing the mind and allowing poet and player and avatar to be intimately linked like nothing else; type out an account of keyboard rebellion and understand that the drudgery linked between workforce and the word processor can be subverted by the daring, that there is more to text than copying or correspondence; be transported across space and time to verbose scrawlings on prison walls, to the history of stenography, to socrates on trial. it’s a thrillingly evocative experience that lessens the temporal and spatial boundaries of history and literature and that is characterized by efficiency and dexterity in a way that recalls music, so it helps that the music accompanying each stage is really solid – the bimanual and repetitive nature of typing necessitates an audiovisual layer to allow the mind to coalesce with text and wander freely.

all of this serves to strongly re-evaluate typing in the modern era and to rebut most of the concerns of heidegger with new presumptions on what it even means to type, and it allows the self to feel the keyboard as something other than a symbol of workplace productivity. it filters in expression and individuality back into typist methodology, which may explain why there is no mechanical difference between the two typewriters on offer – only an aesthetic one. you begin to pick up on the subtleties of typing’s topography, on how hands moving across keys can influence emotion and thought, on how it serves as an appropriate contrast to the unimanual nature of handwriting. handwriting allows for reflection, for contemplation, but what type dreams suggests is that typing can become a tool for embodiment. this makes sense given the increased tempo that contrasts the two modes of writing, but it’s yet another point in the game’s favour- can you still feel the significance of the game’s text in spite of that breakneck pace, or has it slipped through the permeating fog of synchronicity? type dreams works its ass off to have your answer be a resounding yes. yes, in spite of the kaleidoscopic nature of digital text, in spite of its immaterial and infinite nature, in spite of the concern for the lessened significance of text and how it may erode at our senses and reduce our attention into fragments, transcendence can still occur. meaning can still be felt. text hasn’t necessarily been impoverished – not when it’s so lived-in.

that isn’t to say the game is perfect. in fact, the game is laughably imperfect, probably the most laughably imperfect game i've given such a high rating. it’s buggy, there are some UI issues and several technical dilemmas, and the greatest kicker of all: it’s unfinished. as i tried to unlock more of the game’s levels in proto-drakengardian fashion i came to realize there was only so much available, that the game was in an adolescent state and might never see completion. yet so much of the game contains the seeds of what is such an unexpectedly ideal game for me that i cannot help but give it such high accolades – the immensity of the experience is deserving of far more attention and far more interrogation from far smarter figures than i.

richard hofmeier is a complex figure for the games media to reckon with. after the smash hit success of cart life in indie games circles, he vanished from the public eye and released cart life in open source format, citing its imperfection as a barrier to its permissibility as a for-profit release. type dreams was his second major outing, released on itch.io in an incomplete state, originally at a price so that hofmeier could make ends meet. by his own admission, he disliked the fact that he had to do so, but he had been working away at this and several other projects over the course of several years, so he had to release at least something to get past his perfectionist tendency. since then the game has received several inconsistent updates before the pipeline of developer communication shut off entirely without warning in november of last year. currently, the game is listed as cancelled on itch.io. the version of the game you can download, uploaded 81 days ago, is listed as td_final.zip. when you try to click on the game’s “story” mode (one might assume the game’s main campaign would have been papers, please-esque; reliance on electricity was a drawback for the digital keyboard made apparent to the player when they are prompted to choose their instrument of choice), you are greeted with the following message:

“These stories were boring. Consider making up new ones; new stories about [PLAYER NAME] might be worth writing.”

as it stands, i have no way of knowing if the sentiment of this message and the title’s abrupt and unquestioned ‘cancellation’ are related. but in my heart of hearts, i hope hofmeier returns to this project. there’s nothing else like it.

https://hofmeier.itch.io/type-dreams

ALRIGHT, blanket announcement: on top of the game being available on the internet archive, as was wisely pointed out by DJSCheddar, MrPixelton was kind enough to get a mega link up and running for type dreams using their copy of the game since my laptop was indisposed. so shouts out to you guys, you both rock, and all of it helps to keep this game preserved and alive. i think the internet archive solution will be the public one and ill keep the mega link open for private channels/as a backup. thanks everyone for your efforts! whenever hofmeier returns to the public eye please try to financially support him, we need this kind of creativity in the medium

be sure to reach out if you'd like the mega link!

being an axl main is awesome. everyone hates you and routinely skips past playing you for the simple crime of forcing them to play a bit of neutral. you prevent them from running their twenty second lockdown pressure drills for a bit and it’s the end of the world; they’d much rather go up against the litany of other rushdown characters who can all do that or the guy that can eat your healthbar in three decisions.

the game is fine. as far as its pace is concerned, strive is essentially rocket tag, and that’s a fine thing to enjoy. it just comes at the obviously infamous cost of representing a departure from xrd (or prior entries but i won’t pretend to be knowledgeable in this arena). this has invited natural comparisons to street fighter (super turbo in particular) and samurai shodown, but i think the core system mechanics manage to carve their own niche within the high damage subgenre. for all the debate around simplification, it seems clear to me that arcsys’s goal was to create a fighting game that the majority of people familiar with the genre can learn simply through relevant match experience, avoiding the confines of the training room and bringing the title in line with an older arcade experience. again, totally fine thing to be. i do think i prefer xrd’s brand of bullshit but not because it’s inherently more cerebral or anything - matches just tend to feel more dynamic. it’s an instance where strives emphasis on creatively using meter’s hundreds of applicable permutations to open holes in opponents defense is somewhat negated by the lack of opportunities to tap in per round and by how viciously quick some of these rounds can close out.

i strongly dislike the menus, user interface, and lobby system, but this aside it’s curious to me that strive represents an artistic departure from the rest of the series as well and this aspect has mostly been swept under the rug by the community. i assume this is fine for most because it’s pretty and because we will never escape the fondness gamers have for the metal gear rising/anarchy reigns soundtrack. still, its very much an intentional continuation of xrds aesthetic sensibilities - understandable given that titles landmark reception - but it feels worth mentioning that we are at this point quite far removed from the grungy, muted, and punk tone of earlier entries. but giovannas hot so who can say whether this is bad or not

my interest in any truly structured long-form exercise here is more or less sapped so we'll hurriedly push past the brush and thistle to attempt to address the main points after one and a half playthroughs on hardcore. nota bene - i would have understandably played more if not for my analog stick succumbing to drift, and i would have also liked to squeeze in both a playthrough on standard as well as a professional playthrough in the interests of some nebulous due diligence i inexplicably feel i owe, but honestly the changes to professional seem mostly dull & the idea of learning the perfect parry timing in the game's second half on a ps4 with wobbly frame rate has less and less appeal the more i zero in on the idea. the ps4 version also has a significant problem with whatever technique they decided to use to render scope magnification, with a net result of halving the frame rate which is simply unacceptable for the kind of game this is - you're not zooming over swathes of land in search of a singular lonely target, you're scoping to try and land a bullseye that's five meters away! needless to say this made the regenerator sections tedious as all hell.

alterations to the core mechanical skeleton in RE4R are 'well-considered' but i hesitate to describe them as necessarily meaningful since an uncharitable interpretation would view this as a particularly hasty process of reverse engineering and applying tried-and-true bandaids to stem the hemorrhaging. free movement necessitates expanded enemy aggression, which inadvertently dilutes enemy behaviour, which means the designers had to inject elements of inconsistency to prevent easily optimized patterns of play, which calls for emergency defensive measures to keep encounters fair and level. this shifts the scope of its mechanics from thoughtful aggression to somewhat reactionary kiting. stack up enough of this over the course of a 12-20 hour playthrough and encounters start to blend together, something which becomes a rather serious issue once you get to this game’s fatigued rendition of the island. a shift in combat methodology towards reactionary gameplay wouldn’t be a problem in and of itself since you could argue it’s capturing some of re4’s more experiential qualities, but 1.) lol and 2.) brazenly inviting so many explicit grounds for comparison only serves to crystallize the qualities that made the original so special.

while many practical adages and tenets can be ascribed to and extracted from the original, it's difficult to say it doesn't subscribe to this overriding idea that 'less is more'. stop to consider the implications of this for one second and you might even recognize that the original doesn't have an overwhelming bestiary; there’s only a sparse handful of enemy types in spite of the notoriety of so many of its encounters. it’s commendable that a game built on minute alterations of one enemy unit can be described as constantly escalating and endlessly varied. one ganado on its own is never a threat, easily incapacitated with the swift slash of a knife, but as an enemy unit they are allowed to take on greater meaning through level design, decisions centered around resource management, and their method of deployment. in this sense, the original game has something of a beat ‘em up philosophy in its encounter design. there’s a comforting sense of rigidity set in place by its core mechanics which is then expounded on by the implementation of RNG which can alter the output of actions in ways both dramatic and subtle. a plagas eruption might force you on the retreat; a critical headshot might have robbed you of the roundhouse kick you were looking for; the enemy might have launched from your kick in a way that opens you up to risk if you tried to strike them on the ground. RE4R’s RNG, meanwhile, is most apparent in the way it approaches enemy staggers, and while it’s not something i’ll address too much since you’ve read about it everywhere else, it’s clearly a thorny inclusion which appears to be influenced by, at a minimum, the focus of your aiming reticule, the damage value of your weapon, the enemy’s health pool, and dynamic difficulty considerations which are holdovers from the previous two remakes in this new chronology. we might never know exactly how it’s calculated, but its effect on the game at a macro and micro level is easily observable and will make or break the game for some.

the point is no challenge in the original comes across as repetitious the way it so often does in RE4R and what’s frustrating is that there are moments which offer compelling grounds for expansion but which are rarely capitalized on. red cultists in the original are simply hardier and more physically resistant enemies, which is a misfire, but the remake reinterprets these enemies as summoners who can outright conjure plagas eruptions. it’s a frankly brilliant idea, so it’s shocking that it’s only leaned into a handful of times, two of which are seemingly explicitly designed to be skipped for speedrunning purposes. it’s the kind of change that could really serve to flesh out this game’s identity much further, and it feels wasteful to not consider the ways in which this type of enemy can add a layer of decision-making to its combat design.

there’s no discussion of RE4R without a discussion of the knife (which i mostly think is appropriately satisfying if entirely boring), but rather than exhaustively assess RE4R’s knife or semantically compare knife usage between games, let’s change gears for a second here and just consider the knife in the original. the knife can deflect projectiles, interrupt enemy advances, set up contextual attacks, strike grounded enemies, crumple them – anything that a handgun can do, a knife can do at close range and without wasting ammunition. it’s the ol’ reliable, a fundamentally ‘safe’ option with an appropriately attached high degree of risk. given its newfound metered dependency in the remake, your safe option isn’t the knife anymore – it’s actually the bolt thrower. with its negation of aiming reticule focus requirements, ranged approach which shields you from close-quarters damage, silent nature (a veritable rarity in this title), semi-consistent staggers at the cost of slow firing speed and loading speed, and nigh endlessly retrievable ammo, the bolt thrower is, if anything, a safer option than the knife ever was in the original. deploy it carefully and meticulously, and the most risk you’ll ever be at is if you’re intentionally firing bolts into the ether; they’ve even programmed it in such a way that you’ll often be able to retrieve it from difficult to reach places should you miss.

in addition, you might consider the game’s bolt thrower to be evidence of RE4R’s interrogation and consideration of the lineage of titles which the original inspired – and i do sincerely hope it’s a cheeky homage to the agony crossbow – but it’s also a lesson in poor adaptation. a signature weapon from the evil within 1 & 2, the lynchpin the agony crossbow rests on in the original game is a crafting system dedicated entirely to its output, giving its litany of options distinct value and decision-making potential while reserving its use for player discretion. the second game dilutes this by more broadly allowing you to craft other types of ammunition in addition to bolts, which is the trap upon which RE4R is similarly founded with its crafting system. the system in and of itself is already mostly a needless addition without much interesting balancing relevance, but there's a smaller problem specifically in relation to the bolt thrower - on replays with a more comprehensive view towards where and when your knife could break in relation to its usage and the positioning of merchants, it’s all but certain you’ll be reserving kitchen and boot knifes almost exclusively for the crafting of bolts. it’s a question which at every turn mostly answers itself. the mines which attach to the bolts are interesting since they can be positioned in fun ways with foreknowledge and they also explicitly signal you’ll lose a bolt, but for the most part it’s a safe resource you can be sure you’ll never lose sight of, which is notable if only because it seems to be the opposite of what this game intends to go for. with an eye for long-term planning in relation to bolt usage and knife usage, it’s almost unbelievable how sections of the game i had really struggled with on my first playthrough of hardcore (largely spent surviving minute to minute with shells and rifle ammunition being luxuries) became almost trivial on a second go of it. despite reaching a high level of proficiency in the original, it’s telling that i still never approach things the same conservative way that i often would in RE4R.

in some ways, metered knife dependency the way RE4R approaches it might be the wrong question to be asking. after all there’s nothing stopping players from running away from engagements to seek repairs most of the time if they were so inclined, and there’s precious few chokepoints that make errant knife usage legitimately hazardous. there’s another version of RE4 out there that’s a bit different – it’s called dmc1 – and what’s notable about it is that it remains one of the strongest instances of meter dependency you could reasonably conceptualize in a game. devil trigger is an important resource that you need to tap into – you can build it only by engaging with the combat system, and it allows for a lot of freedom in battles while being tightly designed to prevent abuse, making resource management an ever-present consideration. it was also seemingly designed with a view for a long-term playthrough, perhaps with the intention of allowing players to turn to macro strategy. it’s tempting to ascribe the same quality to RE4R as well, but with every workaround that’s currently in place – whether it’s foreknowledge of merchants, the ability to return to them quickly in certain cases, or kitchen knives/boot knives which will conspicuously be more present in enemy drops thanks to extremely gracious dynamic difficulty if your knife is close to breaking – it seems more clear that it’s intended to act as a measure to get people panicking as a result of the jams they’d enter in their first playthrough while introducing a very slight layer of decision-making. it’s questionable how true this is – after all, every prompt where you could use a knife is very explicitly signaled, which is a distinct contrast from the purpose of something like fuel in REmake or matches in the evil within 1 – but i suppose it’d get people into the groove nonetheless. but if only there was some way to introduce meter dependency to discourage certain actions and reinforce careful thought in a way that was truly interlinked with the game’s mechanics without handing out this many get-out-of-jail-free cards…

ahem, comparisons to resident evil 6 have run amok since the release of the demo and to be sure, this is the only resident evil game since to squarely address action game mechanics, but ironically (and perhaps controversially) most of the comparisons reflect on RE4R poorly. despite its disorganized presentation and severely unsystematic approach, resident evil 6 is still one of the last capcom action games to anchor itself on player agency, and it has an enemy suite which is designed to match this. they're legible in their behaviour and they're consistent in how you can affect them. the game's most compelling qualities might be relegated to side content in its fantastic mercenaries mode versus the vulgar bombast presented in its campaign, but even those mercenaries scenarios are fledgling score attack exercises with legitimate thought given to the waves of enemies converging on your location. mess around a bit and you’ll find a game teeming with an onslaught of strong enemy types which is at no point at risk of illegibility, in which the effect your actions can have on enemies is always consistent, in which enemies still adhere to more classical ideas of encounter design, and in which the resource management imposed by stamina (versus the knife) yields just as many meaningful decisions on a moment to moment basis with similar consequences for misuse without throttling the strongest aspects of the game or precluding the player from engaging on those terms. the game is, almost to a fault, an intentionally spearheaded evolution of principles which are enshrined by both the original re4 and re5 – it’s fundamentally the same type of game. RE4R, meanwhile, belongs to a different caste of games in this regard by eschewing clarity and consistency for a middle ground which neither matches the deliberate rhythms of the original nor the dizzying highs of re6’s combat systems.

if i had to pick a favourite element of RE4R, it would be everything to do with luis, but if i have to choose something else i’d have to pick something which i haven’t seen much discussion of yet – the treasure economy. or at least it would be in theory, because regrettably and frustratingly, it’s still emblematic of a lot of the game’s issues. in the original game, treasure becomes an afterthought on subsequent playthroughs – you know where it is and you attempt to maximize the benefits you’ll reap by virtue of your patience, or you don’t bother and you forego the PTAs. seeing a fitting grounds for expansion, RE4R opts to introduce more layers to treasures – now, the way gems are laid in treasures can be optimized to provide higher payouts depending on the way you’ve combined gems, but it could take even longer to put together. this, combined with a lower turnout on PTAs in hardcore, makes for a tantalizing risk/reward economy – you’re always just on the verge of upgrades, and the treasures are massive boons, but if you’re patient you might be able to reach an even greater payday. the issue is that for all the touches of inconsistency present in the game, treasure is once again consistent for some reason. once you know where things are located on playthrough 1, you’ll know where they’re located on playthrough 2 – why include the gem payout table at all if people are going to go through the same rhythms again so they can optimize their payouts? if they had kept a system in which the treasures were consistent, but the gems were randomized across playthroughs, this would have been a wonderful system which i think would have served as an intelligent expansion of the original’s tenets because it would have kept players constantly thinking. further harming this is the fact that treasures are easier to find than ever, and the spinel trading system is subject to a lot of the same considerations which mostly leave something to be desired in spite of how strong the working concept is.

RE4R is not a bad game, but it’s a frustratingly risk averse one – we’re talking about a game whose hallmarks include attache case tetris and they have decided to include an auto-organizer at the click of a button. its best qualities are rehashes of either the game it’s based on or of contemporary third person-shooters that still arguably retain more to unpack and think about (the evil within 2, dead space 2, debatably the last of us). it’s a shock to the system to play a modern TPS that isn’t meandering in pace or languidly focused on some misguided appropriation of cinematic expression to its detriment, but even RE4R’s slower-paced moments – total anathema to the game it’s in conversation with – still present SOMETHING different that sticks out in my memory, some kind of hook to latch onto. there’s a late game section which uncharacteristically wrests control from your grasp and forces you to march forward which, for a few moments, taps into a new idea which the game could have called its own if it had the gumption. instead it opted to pay homage to the original's action game legacy - it's not the wrong decision per se, but without that substantive design backing it up, i'm not certain it was the right one.

- admittedly great soundtrack though, not exactly an aesthetic quality of the original that shone.
- love the new merchant
- narratively it's tonally confused but there are a few moments that make me think they're a little in on the joke. i'd submit it's not quite as self-serious as you'd expect from one of these remakes but that doesn't mean it has as much fun with the source material as you'd like. the villains are charisma voids here since they don't show up to talk their shit ever and it's telling that they dumped like half of salazar's most iconic lines into his boss fight since he had no other opportunity to reference them. come on guys, do something new, even re3make abandoned the most iconic line from the original game because it was the right thing to do.
- environments look great from time to time, enemies...much less so. the artist who likes object heads and sharp teeth got their hands on re4, now just you wait and see what he does with re5
- oh yeah they're remaking re5, no question about it. funniest decision of all time. im willing to betray all my principles on remakes to see that. at this point im just along for the ride, they haven't put out a resident evil game i've really liked in a long while.
- there's an interesting wrinkle in this game's narrative - it's this newly introduced thread about the capacity people have for change, which i think is a somewhat fitting idea given the parasite motif, but all the strongest changes are basically just reserved for luis and ashley and no one else gets anything neat. not sure where they were going with this ultimately.
- what's up with the minecart section in this. even re6 has a traditional minecart section and that game also has free movement so don't bother trying to say they needed to script it here
- the thing i was really looking for here was some REmake level thread which justified its existence - something that showed they gave a lot of thought to the original game's mechanics and intended to evolve it while providing a fundamentally different experience. REmake is very much a Side B to the original RE1's Side A - you won't get value from it without understanding the original title it's in conversation with. regrettably, this was not the case and RE4R's remixes of the original game's content are much more pedestrian and conventional.
- good on them for making krauser a boss fight this time and i enjoy the krauser encounters in the original
- i'm really underselling how much i enjoyed luis in this game
- separate ways dlc...zzz...

don't care that the frame rate is awful; don't care that the combat is asinine; don't care that the game is unpolished, janky, ugly, and poorly considered in every respect; don't care that it was subject to predatory dlc; don't care that accord's requests are emblematic of some of the worst there is in side quest design; don't care don't care don't care

what i do care about is that this is the ultimate manifestation of YT's disinclination to work in games juxtaposed with his earnest belief in the medium as a vessel for greater things. in his grimmest failure, he finds light at the end of the tunnel. an astonishing exercise in empathy generation, one of the best finales in a game, and the only one of yoko taro's works that makes great use of backwards scripting + sequential playthroughs

such a bizarre main narrative this time around. opens with nary a hint of subtlety as per usual but, on the contrary, suggests its writers have direct experience with the subject matter in a way that hasn't exactly been the case for any RGG title prior to this. despite proudly displaying this burgeoning inkling of something rather unique, it shows every card in its deck by the time the second half rolls around and we're made to watch the narrative spin its wheels fruitlessly time and time again. pair that with a modicum more self-awareness than usual and you've got a somewhat frustrating and cumbersome package - the hyperreality of these games is often ill-suited to meaningfully address any issues plaguing modern society because you know the way you'll end up mechanically addressing this is by putting some middle aged guy who represents an extreme solution to the core problem in an armbar. which is still fine, don't get me wrong, but opening the final boss by spelling out 'well, maybe he's got a point here...' feels very much like they don't trust me to reach my own conclusions. obviously it's all endowed with the usual charisma and strength of direction but it's an amateurish legal drama and very likely a weak detective narrative depending on your perspective.

thankfully, lost judgments buoyed by the strongest combat in the dragon engine yet and by its compelling extension to the originals approach to side content. much of the original judgment's side content revolved around currying favour with your community and in building up your reputation bit by bit as you work to dispatch the keihin gang, arms-dealing nuisances who functioned as massive thorns in your side. lost judgment sets much of its side content within the walls of seiryo high school, wherein yagami serves as an advisor to the mystery research club and is made to infiltrate various other clubs and societies at the school in order to investigate a school-wide conspiracy. this facet of lost judgment is often really good! extrapolating a lot from the tenets of substories in previous games is greatly enriched by this adolescent context, which seems to serve as an excellent opportunity for the series' characteristic optimism and humanism to surface while still retaining a lot of the same devil-on-your-shoulder humor. the high school setting obviously never strays too far from the JRPG subconscious, but it's nice to participate in these activities as an adult where the goal is not to lead a kind of fulfilling life but instead to help these kids grow and to tell them to take it easy sometimes cause life ain't easy. a lot of it ends up being touching in ways i didn't expect, and chronicling the journeys of all these respective students and clubs culminates in yet another effective substory finale, something i wish these games would do more rather than throw amon at me and call it a day. some infelicities with some of these minigames - it's both extremely funny and entirely predictable that you're expected to remember more about stray cats than you are about any of the hostesses from girl's bite - but for the most part lost judgment shines in this department.

reminded me a lot of Y5. that's a good thing! appreciated that RGG studio seems to slowly be going back to the Y1/Y2 model of being rewarded for exploration with the judgment subseries; there's still work to be done in this respect but anything beats the borderline mobile game side content structure of, say, Y:LAD. that said im told they hid a fourth battle style behind dlc and that's unforgivable. loved skating through ijincho and kamurocho, weaving through crowds to keep up momentum. similarly enjoyed putting the fear of god into high schoolers.

probably my favourite system mechanics in any fighting game, battle hub perfectly encapsulates the arcade setting as cordial yet caustic, netcode is excellent, this is the best starting roster any of these games has ever had, world tour gets dry after a little bit but finally manages to capture these characters essences in a personable and human way which has been a rarity in SF up to this point, endless quality of life features officially make this the new standard to aspire to for all pending releases, dhalsim sounds like he’s telling opponents to kill themselves whenever i land drive impact. five stars